• Welcome to PiBoSo Official Forum. Please login or sign up.
 
October 17, 2021, 07:48:35 PM

News:

GP Bikes beta19b available! :)


Rider animations

Started by PiBoSo, July 24, 2020, 10:00:59 PM

Previous topic - Next topic

PiBoSo

July 24, 2020, 10:00:59 PM Last Edit: October 05, 2021, 02:37:42 PM by PiBoSo
At this link it is possible to download the skeleton of the rider in FBX format: https://www.gp-bikes.com/downloads/gpb_rider_templates.zip

When importing the FBX file in 3dsmax, please make sure to not convert the bones to dummy.

Conversion tools:
http://www.gp-bikes.com/?page=downloads

When exporting the FBX file from Blender, please make sure that the Primary Bone Axis is set to "X Axis" and the Secondary Bone Axis is set to "-Z Axis".

List of animations names ( hardcoded ):
leaning braking
leaning
leaning accelerating
headlean braking
headlean
headlean accelerating
leaning standing *
headlean standing *
dangling leg left *
dangling leg right *
Clutch
Clutch Blend
Raise Arm
Complaint
Frustration
Celebration
Throttle
Front Brake
Front Brake Blend
left foot start
left foot stop
right foot start
right foot stop
both feet start
both feet stop
push forwards
push backwards
LookBack Left
LookBack Left Stop
LookBack Right
look left
look right
Tearoff
Tearoff Speed
Detach Left
Detach Right
Slide
Slide Stop
The animations marked with '*' are optional. If missing, they are disabled.

While a script is not strictly needed to export an animation ( by default all the keys are exported as one animation ), in practice a script is needed, to set the bones' weight and to split a single MAX file into multiple animations.
Script example:
[params]
type=4

[Hierarchy]
split = 1
rotation = 0 180 0

Point01 = rider.anm

[animation]
split=1
config=animations_lean.txt

"animations_lean.txt" file content:
num_animations = 2
animation0
{
    name = leaning
    start = 0
    end = 50
}
animation1
{
    name = headlean
    start = 0
    end = 50
}

leaning
{
    weight0
    {
        obj = Point01
        weight = 1
    }
    weight1
    {
        obj = riderRIG_Neck1
        weight = 0
    }
    weight2
    {
        obj = riderRIG_RightWrist
        weight = 0
    }
}
headlean
{
    weight0
    {
        obj = Point01
        weight = 0
    }
    weight1
    {
        obj = riderRIG_Neck1
        weight = 1
    }
}
Please note that, when setting the weight for a bone, the whole hierarchy below it is set to the same value as well.
This feature is useful to avoid setting the weight for all individual bones.
Also, please note that it is possible to set "start" to a value higher that "end", to invert the animation.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

Myst1cPrun3

Cheers Piboso!

Amazing will have to have a look into this!

Are there 'base'animations in the fbx file already, or do we have to start from scratch on them?

If we do have to start from scratch it'd be useful to have a screenshot of each animation in use, just to get a baseline of where the rough parts should be.


x1mk_z3

Callum (MK)

PiBoSo

First post updated to add information about scripts.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

PiBoSo

First post updated to add a link to the conversion tools, that have been moved to a separate download.

Changelog
fbx2edf:
- added support for skinned models
- added support for animations
"La perfezione non è il nostro obiettivo, è la nostra tendenza".